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About Memfis

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  1. Memfis

    Glitched skies in prboom

    I have no idea but this problem is at least five years old. I don't think it's about the size as I had it happen even when replacing 256x128 with the same 256x128.
  2. Memfis

    Amartia for Vanilla Doom

    I liked the texturing theme a lot but I was surprised to hear aggressive metal music. Wouldn't something fantasy-ish be more fitting? The gameplay was kinda dynamic and fun, except I think you're relying on monster teleporters and popups a bit too much. It would be nice to see monsters entering the playing field in less... contrived ways. Also be very careful when using tough monsters like barons in Doom 1. Often they're just a chore to kill with the shotgun/chaingun. The cacos at the end are rather pointless too, wouldn't you say? By the way, try to not put items in places where they can't be avoided: https://i.imgur.com/vwqxDTI.png What if I don't want another box of shells yet? Anyway, it was a pleasant little map in a medieval setting. I attached a demo of my playthrough. amartia_mem_FDA.zip
  3. Memfis

    Expansion Packs: Your best, okay, and worst

    Umm... Diablo 2: Lord of Destruction anyone?
  4. Memfis

    [Limit Removing] Quiet Stroll

    I liked this map and I found it more challenging compared to Hellish Breakfast (less health and ammo). But what's the point of having three green armors? Nobody needs that many. Anyway, cowardly demo attached. qs_mem_FDA.zip
  5. Memfis

    Post Your Doom Picture (Part 2)

    I now vaguely remember struggling with this in luwp.wad, and if I'm not mistaken eventually I just divided the process into two parts. First the sectors rise by just one unit so that the floor texture can change, then I trigger another set of actions that do the proper rising. You'll have to decide if it's worth the trouble.
  6. Memfis

    Post Your Doom Picture (Part 2)

    Would it be possible to change the floor textures before they reach the destination? I know that stuff can be confusing...
  7. Memfis

    Post Your Doom Picture (Part 2)

    Hmm, well if they have to be in same spots I would at least try to use different parts of COMPUTE1 to break up the texturing. But it's a relatively minor issue.
  8. Memfis

    Post Your Doom Picture (Part 2)

    This is not a very big deal, but you could try aligning these panels differently to make the copypasting less obvious. Varied alignment also works well with stairs, for example you might find that this looks more natural than this (no clearly repeating pattern on the steps).
  9. Try this: https://www.doomworld.com/forum/topic/64477-sky-transfer-prefab/
  10. Actually I think I'm pretty good at avoiding developer nightmares. I almost never go for large maps, complicated structures usually don't interest me, and I rarely work in the "clean looking" style since it feels very restrictive and requires a lot of attention to the unity of the visuals (like you change one thing and then you have to do the same in all other areas for the sake of consistency). This must be a big part of the reason why I managed to release so many levels.
  11. Any ideas on what makes maps good for TAS maxing?
  12. Probably not the most, but out of the recent stuff I really didn't understand what's so good about The Wolf of Wall Street. It seemed unfunny, way too long, and just kind of overblown. And somehow it didn't feel like satire, almost the opposite in fact.